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Scythe: The Rise of Fenris

Scythe: The Rise of FenrisIn Stock!Our Price:
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Scythe: The Rise of Fenris

This is an expansion and cannot be played alone!

Game Description

From BoardGameGeek:

Empires have risen and fallen in the aftermath of the Great War, and Europa stands on the precipice of a new era. The economy is robust, morale is high, and defenses are strong. There are reports from the countryside of strange soldiers with glowing eyes, but they seem distant and harmless.

Scythe: The Rise of Fenris, the conclusion to the Scythe expansion trilogy, enables two different options for any player count (1-5 if you have Scythe; 1-7 players if you have Invaders from Afar):

Campaign (8 games): The story of Scythe continues and concludes with an eight-episode campaign. While the campaign includes surprises, unlocks, and persistent elements, it is fully resettable and replayable. Modular (11 modules): Instead of—or after—the campaign, the new modules in The Rise of Fenris can be used in various combinations to cater to player preferences. These modules are compatible with all Scythe expansions, and they include a fully cooperative module.

While the exact nature of the episodes and modules will remain a mystery (most of these components are in 5 secret tuckboxes and on 6 punchboards), the components in this expansion include a detailed episodic guidebook, 13 plastic miniatures, 62 wooden tokens, 2 custom dice, 25 tiles, and 100+ cardboard tokens.

Supporting Information

Power Grid: The Card Game

In Power Grid: The Card Game, the players represent CEOs of mighty power companies producing electricity.

During the game, the players bid for power plants at auctions and supply them with resources. Their income depends on the amount of electricity produced in each round. At the end of the game, the player who produces the most electricity wins the game.

Power Grid: The Card Game offers all the tension and tactics well-known of its two big brothers — Power Grid and Power Grid deluxe — without using the different maps. You get the full Power Grid emotions in an intensive playing time of sixty minutes!

To give two players an exciting experience, they will play with the Trust acting as a third player. While challenging the opponent, they must incorporate the schemes of the competing Trust in their plans and use these schemes against their opponent.

Gloomhaven

Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for travelling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make.

This is a legacy game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a cooperative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.

7 Wonders: Babel

All civilizations have turned their gaze to the horizon, where the majestic Tower of Babel is slowly being erected towards the heavens. Each player may decide to support this Wonder or not by taking part in its construction and by financing prestigious, related projects.

Babel is made up of two expansions, which may be played together or separately. In one half of 7 Wonders: Babel, players draft quarter-circle tiles at the start of the game prior to drafting anything else; each tile depicts a law that affects all players should it be put into play, e.g., all single resource cards provide an infinite number of resources each turn, or winners in military conflicts receive fewer points than normal. In the second half of 7 Wonders: Babel, one of five law cards is randomly revealed at the start of each age. This card imposes a tax on players who want to play cards of a certain color.